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Rasterizer: Common sub-expression elimination
Move the computation of some values out of loops so that they're not constantly recalculated even when they don't change.
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@ -106,6 +106,14 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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int bias1 = IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
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int bias2 = IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
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const Math::Vec3<float24> w_inverse = Math::MakeVec(
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float24::FromFloat32(1.0f) / v0.pos.w,
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float24::FromFloat32(1.0f) / v1.pos.w,
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float24::FromFloat32(1.0f) / v2.pos.w);
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auto textures = registers.GetTextures();
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auto tev_stages = registers.GetTevStages();
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// TODO: Not sure if looping through x first might be faster
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for (u16 y = min_y; y < max_y; y += 0x10) {
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for (u16 x = min_x; x < max_x; x += 0x10) {
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@ -129,6 +137,11 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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if (w0 < 0 || w1 < 0 || w2 < 0)
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continue;
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auto baricentric_coordinates = Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)),
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float24::FromFloat32(static_cast<float>(w1)),
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float24::FromFloat32(static_cast<float>(w2)));
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float24 interpolated_w_inverse = float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates);
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// Perspective correct attribute interpolation:
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// Attribute values cannot be calculated by simple linear interpolation since
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// they are not linear in screen space. For example, when interpolating a
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@ -145,19 +158,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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//
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// The generalization to three vertices is straightforward in baricentric coordinates.
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auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
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auto attr_over_w = Math::MakeVec(attr0 / v0.pos.w,
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attr1 / v1.pos.w,
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attr2 / v2.pos.w);
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auto w_inverse = Math::MakeVec(float24::FromFloat32(1.f) / v0.pos.w,
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float24::FromFloat32(1.f) / v1.pos.w,
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float24::FromFloat32(1.f) / v2.pos.w);
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auto baricentric_coordinates = Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)),
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float24::FromFloat32(static_cast<float>(w1)),
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float24::FromFloat32(static_cast<float>(w2)));
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auto attr_over_w = Math::MakeVec(attr0, attr1, attr2) * w_inverse;
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float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
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float24 interpolated_w_inverse = Math::Dot(w_inverse, baricentric_coordinates);
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return interpolated_attr_over_w / interpolated_w_inverse;
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return interpolated_attr_over_w * interpolated_w_inverse;
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};
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Math::Vec4<u8> primary_color{
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@ -177,7 +180,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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Math::Vec4<u8> texture_color[3]{};
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for (int i = 0; i < 3; ++i) {
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auto texture = registers.GetTextures()[i];
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const auto& texture = textures[i];
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if (!texture.enabled)
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continue;
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@ -219,7 +222,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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// with some basic arithmetic. Alpha combiners can be configured separately but work
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// analogously.
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Math::Vec4<u8> combiner_output;
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for (auto tev_stage : registers.GetTevStages()) {
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for (const auto& tev_stage : tev_stages) {
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using Source = Regs::TevStageConfig::Source;
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using ColorModifier = Regs::TevStageConfig::ColorModifier;
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using AlphaModifier = Regs::TevStageConfig::AlphaModifier;
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